Magic Items

Magic Items

A lot of items with magical properties.

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Crystals & Stones

All crystals & stones with magical properties will go in here.

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Beads of Soul

Beads of Soul look like thumbnail sized jade marbles. If one looks closely at one, it will seem as though dark clouds are whirling deep within it. The Beads are P.P.E. batteries that hold 30 P.P.E. that can be tapped by any practitioner of magic who can draw magic from other sources. They can not be recharged and once used, turn black.

The beads are typically worn as a necklace or bracelet. Maximum number of beads for a necklace is 12, or six for a bracelet. Cost: 50,000-75,000 gold per "bead." Rare in the south, most common in the Eastern Territory, Great Northern Wilderness and Bizantium. First created by Elves during the Time of a Thousand Magicks.

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Chasers

These are foul creatures locked within what appears to be a crystal of light. When smashed, by either dashing the crystal on the ground or hitting it with something, a Chaser is released and will instantly attack anybody in front of it - a Chaser will always face the opposite direction from which it was thrown.

Even the alchemists who create Chaser crystals don't know what these creatures of light are, or if they are living creatures at all or just weird animated energy. Whatever they are, they always react the same: appear as huge, brightly glowing, yellow or green skull-like energy spheres with a gaping toothless maw, a wispy tail like a comet, and emits a low, howling cry.

Without hesitation the Chaser(s) will zoom forth with startling speed (about 30 mph/48 km), zipping down corridors, moaning its terrible groan. Spotting a victim (the first person it sees), it will race towards him, giving chase, slipping under doors and through cracks if it must, to fling itself Kamikaze-style, headlong into its terrified victim and ending in a blaze of light and bone chilling cold. If by some miracle the intended victim should escape, it will look for a new target.

Effects of the Chaser:

1. There is a chance that everybody seeing the Chaser will be momentarily frozen with terror (H.F. 15) or flee wildly to escape it. Most people will flee even if not affected by its fearful aura in case "they" are its intended target. Roll to save vs horror factor.

2. When the Chaser strikes, momentarily engulfing the person in a blaze of sparks and light, it seems to the victim that he is being swallowed whole. However, damage is only 2D6 points of numbing cold. Vampires and other undead take 4D6 damage but the following effects don't work on them.

3. The character's mental endurance is sorely tested as he is mentally/empathically bombarded. This psionic attack will leave the character in a temporary state of emotional shock for 1D4+1 minutes unless he or she saves vs psionic attack.

In this emotionally lobotomized condition, the character will simply lay or sit, staring blankly into space or wander aimlessly, oblivious to everything around him. The person cannot defend himself, hide, help a friend or worry about his possessions.

4. Worse yet, the emotionally lobotomized individual can be manipulated like a remote controlled robot by a Mind Mage or major psionic with the powers of telepathy or possession (automatic). The control is complete, lasting until the person regains his mental faculties or the controlling psionic is rendered unconscious. Used like a puppet, the controlled character is not his normal self, thus he or she does not strike, parry, or dodge with any bonuses, cannot perform skills, and has only two attacks/actions per melee round. Struggle for Control by two or more psionic characters will have the following results; roll percentile dice for each attempt to seize control.

1-30 Control switches in rotation (to the next person in the sequence in which mental control is attempted).

31-60 Puppet attacks his current controller (automatically senses who that is).

61-87 Puppet goes berserk, attacking friend and foe alike in an uncontrollable frenzy until he/she is slain or incapacitated.

88-00 Emotional puppet collapses; remains unconscious until the magic effects of the Chaser wears off (1D4+1 minutes). When the person regains his self control, he will remember only small fragments of the experience as if it were a dream accompanied by a terrific headache. He will not remember who his controllers were or specific individuals who may have plundered or abused him.

Note: The Chasers cannot communicate in any way or display any sentience. They simply attack and disappear. If a victim cannot be located within 10 minutes it will fade away. The Chaser's head is huge, typically about the size of a human being from head to toe. Cost: 2000- 3000 gold per each Chaser crystal. Small, about the size of a robin' s egg.

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Crystal Ball

These legendary items are extremely rare, highly coveted and quite expensive; less than 2000 are believed to exist in the entire world!

A crystal ball enables the user to gaze into it to locate any person, creature, or place within a 1 000 mile ( 1 600 km) radius. The only limitation is that the user must be familiar with the person, creature, or location (there is no P.P.E. cost to activate, only a need to see whomever).

After 2D4 melee rounds of concentration and staring into the crystal ball, the target subject will appear. When located, the crystal will enable the viewer to see and hear all within his viewing area as if a magical video camera was pointed at the person or area and its sound and image were transmitted to a TV monitor. The angle of the image is a straight on shot, pointed at the subject. Approximately a ten foot (3 m) diameter around the subject can be seen and voices off camera (outside the image) can be heard, provided the subject of observation can hear them.

Duration: Indefinite. As long as the viewer is interested, the crystal will observe the subject of observation wherever he goes. If the watcher becomes bored, distracted, falls asleep or leaves or covers the crystal, the image fades within one melee (15 seconds) and is effectively "turned off."

Note: Practitioners of magic above third level experience, dragons, most creatures of magic and greater supernatural beings may sense the presence of enchantment and realize that they are being observed by a crystal ball (38% +2% per level of experience; roll once for every five minutes of observation).

When this happens, the character will turn, as if looking directly into the camera and through concentration and the expenditure of 15 P.P.E., cancel the signal; the crystal goes cloudy. That particular character (or location) cannot be observed again for 4D4 hours. Fortunately for the user of a crystal ball, it is impossible for the subject being observed to sense or see who is watching him, or to sense where his spy is located.

A crystal ball cannot see into other dimensions or see those protected by a sanctum, sanctuary, or anti-magic cloud spell, or those in a superior circle of protection, superior protection from magic circle or circles of all seeing, knowledge, power, power matrix, and wonder.

Cost: Considered priceless and sells for millions.

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Crystal of Light

This is a handsome, many faceted, glass crystal which magically captures and holds light. The golf ball sized crystal perpetually emits a soft light equal to about one or two candles.

Cost: 1500-3000 gold; burns out within 20 years. Fair availability.

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Divination Ball

A crystal ball that can tell the future is another extremely rare and desirable enchanted object. Its power is basically the same as the psionic power of clairvoyance. The observer stares into the crystal while concentrating on one person whose future he'd like to glimpse.

Chance of success is 52%. Divination can be attempted only once per every 12 hours.

It cannot be used on oneself.

Cost: 1-6 million in gold; rare.

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Eye of the Cat

A crystalline monocle that enables its wearer to see clearly in the dark; equal to 40 feet (12.2 m) nightvision.

Note: All crystals, non-gems, are fragile glass items, easily broken if careless; 2D4 S.D.C.

Cost: 6000-8000 gold.

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Eye of the Eagle

A crystalline monocle that enables its wearer to see great distances; up to 2000 feet (609.6 m) or approximately a third of a mile. The image will appear sharp and clear as one might expect from a hand-held telescope or modem binoculars.

Cost: 10,000+ gold. Uncommon.

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Gem of Direction

This is a unique item often used by navigators and merchant caravans. Within a faceted gem, about the diameter of a quarter, is a clearly visible sliver of light that always points north.

Cost: 8000 gold. This item is comparatively common.

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Gem of Reality

This is a crystal that enables anybody looking through it to see through all illusions and magic disguises! It cannot detect or reveal Changelings or metamorphosis altered creatures because these are real physical changes.

No saves against the crystal are possible, all illusions will be revealed.

Cost: 50,000+ gold, often 50- 1 00% more. This item is fairly rare.

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Marbles of Transformation

These small glass or marble balls appear to be ordinary marbles, but are actually a bizarre mystical transmutation of a common object such as a length of rope, weapon, clothes, gem, tool, ladder, etc.

The marble will transform into the original object, in perfect condition, when the character mentally wills it to do so and says the magic word "Acba" three times. Although anybody can activate these marbles, the person must focus his mental energies/concentration to do so for at least one full melee round and say the magic words.

Smugglers, thieves, assassins and spies have found the marbles to be an excellent means to conceal weapons and valuables.

Limitations: Only one item can be transformed per each marble and it must weigh less than 10 pounds (4.5 kg). Furthermore, it cannot be magic, alive, organic (like food or plants), or a perishable item. To transform the marble, the person desiring to do so must be able to see it or have physical contact (touching) with it. Once transformed, the object will retain its normal shape and cannot turn back into a marble again.

Cost: Base price is usually about 800 to 1200 gold plus the cost of the item being transformed. Most alchemists sell such items or are willing to transform items for a 25% service fee (takes 48 hours).

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Guardian Stones

Guardian Stones are small mystic statues of demons, creatures of magic and ferocious or deadly animals carved from jade or marble. They are frequently used by royalty, clergy, wealthy merchants and men of magic to protect their possessions or dwellings. Attuned to a particular owner by carving his or her true name into the statue's base or placing a drop of his blood on it, will make that person, and that person alone, immune to attack. All others not in the company of its master will be attacked the moment they enter an area under the guardian's protection (sorry, changelings and metamorphs won't fool these magic stones). Once activated, the stone becomes alive and strikes with magic powers.

Fortunately, the secrets of the stones are known only to a handful of powerful alchemists in the Western Empire and in the South, severely limiting their availability. The cost is also quite prohibitive except for the wealthy.

There are three types of stones: little guardians, beastiary and demon stones. ALL are tiny, ranging from 3 inches to a maximum of 7 inches, but transform into full size warriors when activated. Note: All Guardian Stones will instantly return to stone when the intruder(s) has been slain or forced to retreat. All S.D.C. are restored so that they strike at full strength when reanimated.

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Beastiary Guardian

These statues will grow into fearsome animals, creatures of magic or imaginary beasts of terrible visage.

All have the same abilities regardless of its appearance:

80 S.D.C./hit points, speed 14, natural A.R. 14, two attacks per melee round by bite (2D6 damage) or by claws, tail or other, doing 3D6+2 damage. The creature is never larger than 5-6 feet (1.5-1.8 m) long/tall, is +1 on initiative, +2 to strike, +3 to parry and dodge, and can prowl 40%, track by smell 60%, and will fight to the death.

Crumbles into stone if all its S.D.C./hit points are destroyed. Otherwise, once intruders have been slain or leave the guarded area, they turn back into statues.

Cost: 100,000-300,000 gold. Add 30,000 gold if winged and can fly (spd 33).

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Demon Stone Guardians

These are the largest, rarest, and most powerful of the Guardian Stones. They are always carved in jade and appear to be demons or frightful, imaginary, demon-like creatures.

All have the same abilities regardless of its appearance:

140 S.D.C./hit points, speed 14, natural A.R. 14, three attacks per melee round by bite (3D6 damage) or by claws, tail or other, doing 4D6 damage. May also possess one special ability at a steep extra expense. The creature is usually 6 to 9 feet (1.8 to 2.7 m) tall, is +2 to initiative, and +3 to strike, parry and dodge. Many wield a weapon (4D6 damage), can see the invisible, nightvision 90 feet (27.4 m), climb 60/55% and will fight to the death.

Crumbles into stone if all its S.D.C/hit points are destroyed.

Cost: 500,000 gold. Those with one special power cost an additional 100,000 gold.

Special Powers: Fire Breath (4D6 damage), Frost Breath (4D6 damage), Spit Lightning (4D6 damage), Turn Invisible (at will), or Fly.

The breath and spit powers have a range of 60 feet (18.3 m), can be done once every melee and counts as an extra melee attack.

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Little Guardians

These include life-size spiders, scorpions, snakes, beetles and similar creatures.

All have the same abilities: 40 S.D.C./hit points, speed 12, natural A.R. 12, one attack per melee round. Poisonous bite does 1D4 damage plus 4D6 from the poison unless a successful save is made (14 or higher).

The creature is rarely larger than 8 inches long (0.26 m), is +1 to strike, +4 to dodge, can prowl 70%, and climb 85/80%. Will turn into crumbled stone when all S .D.C./hit points are destroyed. Fights to the death.

Cost: 50,000-80,000 gold; rarish, poor availability.

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Mystic Sands (also referred to as the Dusts of Nickodemous)

The Mystic Sands are a new creation by an alchemist in the East. Although the various sands have differing effects, they all share a few common elements.

First, they come in a fist-sized ball that looks like a glittering snowball. To protect against accidental damage and premature activation, the "sand ball" is kept in a padded bag. The bag itself varies in appearance and materials though they all have the mystic symbols of magic, protection, and the four elements: earth, air, water and fire.

Though not a true ward sequence, the symbols aid in the enchantment of the bag and in some way, the creation of the dusts themselves. Also on the bag is the name of whatever type of Mystic Sand is contained in the bag. To use the magic item, the sand ball must be taken from the bag and then thrown at a target.

Once thrown, the ball erupts on impact in a shower of glittering flakes that look very much like sand crystals in the sun. The cloud of crystals spreads to its maximum area of effect within two seconds, before falling to the ground. Anyone caught within the cloud is affected.

The one weakness of the item is that a stiff breeze (10-15 mph/16-24 km) will scatter the dust over a wider area, effectively doubling the area of effect, but halving the duration and overall effect. A strong wind greater than 15 mph (24 km) will render the dust totally ineffective. Breezes below 10 mph (16 km) have no noticeable effect.

In the event that a sand ball is removed from its bag and is dropped, crushed in the wielder's hand or otherwise damaged, the magic is destroyed and the physical remains turn into a pile of pillowy dust and fuzz.

Maximum Effective Throwing Range: 100 feet (30.5 m closer is better. May be hurled up to 200 feet (6 1 m) but is -1 to strike for every 10 feet (3 m) beyond 100 (30.5 m).

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Mystic Sand: Sands of Burning

The "sand ball" is made of glittering flakes of silver and crimson. The ball must travel at least 10 feet (3 m) when thrown and explodes on impact, affecting an area 10 feet long and 5 feet wide, beginning at the point of impact extending away from the thrower.

Once they touch something solid, whether it is the ground, a building or a living being, they burst into a hot burning flame.

Everyone caught in the fire cloud takes 2D6 damage, the eyes and throat burn, and it is difficult to breathe, almost as if they were gulping in smothering smoke from a burning house.

Penalties: Everybody caught in the cloud is -2 on initiative and all combat bonuses, and attacks per melee round and skill performance are reduced by half. They will continue to choke and and wheeze, be unable to catch their breath for 1D4+1 melee rounds thereafter. Cost: 4,000-8,000 gold.

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Mystic Sand: Sands of Immobilization

The "sand ball" is made of metallic blue and silver flakes. Once thrown, the ball must travel 15 feet (4.6 m) and then explodes in a shower of glittering flakes that fill a 20 foot (6 m) diameter and then hang motionless in the air for the duration of the effect. Any and every thing caught within the cloud is instantly stopped in mid-action whether it be an animal, insects, other characters and even projectiles such as arrows and bolts. Magic attacks such as lightning bolts and fire balls are not affected.

The immobilizing effect lasts for one round (15 seconds). A dispel magic barrier spell will instantly end the Sand's effect. Cost: 30,000-50,000 gold.

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Mystic Sand: Sands of Frost

The sand ball is comprised of very fine gold and silver flakes. The ball has no minimum throwing distance and is activated the moment it strikes. This includes the item being dropped or crushed in the owner's hand. Once broken, the snowball erupts in a thick cloud of twinkling dust that fills a 20 foot (6 m) diameter and covers everything caught within it in an inch of solid ice.

People are chilled to the bone and suffer 3D6 damage from the intense cold (double damage to those vulnerable to cold). They also lose 1D4+1 attacks/actions breaking free of the ice and gathering their wits. During this time (about one melee round) they can not attack and are -4 to parry and dodge incoming attacks. Cost: 3,000-6,000 gold.

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Mystic Sand: Sands of Visibility

The sand ball is made of golden particles. The ball must travel 10 feet (3 m) and explodes on impact in a shower of golden light filling a 20 foot (6 m) diameter. As the motes of light fall to the ground they stick to the first thing they touch, thus coating everything in glistening praticles and making anything invisible or concealed by chameleon magic visible.

Moreover, it sticks to the bottom of the feet of everyone who walks across, giving those trying to prowl a -30% penalty (crunches with every step).

The Sand can not be removed for 1D4x10 minutes, after which it can be brushed or washed away with ease. Cost: 2,000-4,000 gold.

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Magic Fabrics

Boots, capes, cloaks, rope, bags, tents, blankets etc with magical properties will be here.

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Boots of Fleetness

Doubles natural speed.

Cost: 30,000+ gold; uncommon.

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Boots of Mystery

These are mystic boots made of cloth or soft leather. They simply leave no tracks. Without footprints, the wearer cannot be easily followed or tracked. However, he or she can still be tracked by smell and other physical signs (remains of a campfire, broken twigs and plants, etc.), although the tracking animal or person is -20% to do so.

Another bonus of the boots is their added stealth, providing +5% to prowl.

Cost: 30,000+ gold; fairly rare - a favorite among rangers and prosperous thieves.

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Cape of Dimensions

This is a truly rare and wondrous magic fabric that can temporarily shift into other dimensional planes (but where exactly, nobody knows).

It can do the following:

1. Dimensional Shift: Momentarily transports its wearer into a dimensional void or pocket, causing him/her to seem to disappear. In effect, the person actually blinks out of existence or, more accurately, out of his normal space and time.

Since the character no longer exists, he cannot be detected by psionics, magic or any other means.

Duration: A maximum of five minutes.

Limitations: While in limbo one cannot see, hear, or feel anything from his/her departed dimension, nor attack, move or perform magic or psionics, just wait.

Use Limits: Four times daily (per 24 hour period).

2. Swallow: The cape can be thrown over a person or object(s) and make him/it disappear by fundamentally engulfing the person or object(s). It actually displaces the person/object(s) into the previously mentioned dimensional limbo. However, unlike the dimensional shift, the cape does NOT disappear with the item(s)/person, but remains in this dimension. The cape's owner can keep the item or person in his cape/limbo for a short period of time, easily hiding or weightlessly transporting them in his cape!

Duration: Five minutes.

Limitations: The cape must completely cover the person or object(s) to be swallowed; maximum weight limit is 300 lbs (136 kg).

The person or object(s) can be released upon command or automatically return at the end of five minutes. If the person or object is not completely covered, nothing happens.

If the cape is torn it will become completely useless and cannot be repaired except by an alchemist, at an expense of 25,000 gold or more. Anything in the cape at the time it is torn instantly reappears.

Note: The cape is also impervious to fire and often indestructible.

Cost: 700,000+ gold; triple the cost if indestructible. This is a very rare item. The time, expense and difficulty in creating the cape (a pitiful 12% of all attempts are successful) makes it a high risk item to attempt even for the best alchemist.

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Cherubot Rope

This rope bears the mystic name for air elementals because the rope can actually fly through the air and suspend itself as if anchored in mid-air.

The Cherubot Rope is limited in that:

  1. It must always have one end touching the ground.
  2. It cannot be manipulated to entangle, tie-up or knot.
  3. It will always move in a straight line whether it be straight up or straight down or in any straight angle.
  4. It has all the strengths and WEAKNESSES of normal rope (i.e. can be cut, burnt, unraveled, etc.).

Note: The rope can support up to 800 pounds (362 kg), but it cannot be used like an elevator by grabbing it at the top and allowing it to carry you up into the air with it. Instead the rope must be thrown into the air at the intended angle or area where it will continue to travel (fly) until its holder stops it by tugging on it or its maximum length is reached.

The Cherubot Rope will return when the person using it commands it to do so and gives it four quick tugs.

Cost: 80 gold per foot (0.3 m).

Special Additional Magic Increases Its Expense:

Impervious to fire is an extra 100 gold per foot (0.3 m impervious to normal weapons (magic and magic weapons will do full damage) is an extra 100 gold per foot (.3 m both impervious to fire and normal weapons costs 200 gold extra per foot.

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Cloak of Guises

This amazing full-length cloak can magically turn into several complete sets of clothing at will! This includes a shirt, pants, socks and vest, or coat, or a full-length dress.

The clothing is limited to various shades of the cloak's original color; i.e. red can change into deep crimson, light red, pink and shades in-between.

The pieces of the mystic clothing cannot be separated and must be worn as one complete set. If a piece is removed the whole costume will revert into its cloak form.

Another limitation is that the clothes cannot appear to be any fabric other than what the cloak itself is made of.

The Cloak of Guises is often used by spies, thieves, assassins and others in need of instant disguise.

Duration: Until taken off.

A.R.: 10, very tough; S.D.C.: 40.

However, this S.D.C. and A.R. does not afford its wearer any protection, because it is NOT armor; the wearer takes full damage. The S.D.C. applies mainly when an enemy is deliberately trying to destroy it.

The Cloak of Guises, in its many forms, can take damage, but it will show no signs of cuts or tears until all of its S.D.C. is destroyed and then it suddenly appears as a useless, battered rag. Fair availability.

Cost: 20,000-40,000 gold. Silk fabric and/or fancy design, add 20%.

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Cloak of Invisibility

This magic fabric comes as a long, full length cloak or cape that brushes the ground and comes with a hood. The wearer and everything beneath the cloak becomes invisible. The wearer can turn invisible (same as the lesser spell) and visible at will.

Duration: 60 minute total per 24 hours.

A.R.: 8, S.D.C.: 30. This is the S.D.C. and A.R. of the material that is applicable only if somebody tries to destroy it. The cloak does not afford its wearer any protection; it is NOT armor, consequently, the wearer takes full damage.

Cost: 50,000+ gold

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Cloak of Shadows

The wearer is difficult to see in shadows, but even in lighted areas the character moves silently and unobtrusively like a shadow; +20% to prowl.

Cost: 12,000+ gold; uncommon.

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Environmental Tent

This looks like any other tent except that it has a circle of protection from elemental forces and various other mystic symbols and enchantment built into the fabric.

Magically endowed, the inside of the tent will be a constant pleasant environment; always dry and warm (70 degrees Fahrenheit) regardless of the conditions outside. Note: The tent cannot protect against major acts of nature, such as lightning, floods, mud slides, earthquakes and so on. Nor can it protect against similar, magically induced elemental forces above 4th level strength.

Cost: About 2,000 gold for a two-man tent, 3 ,500 gold for a four-man tent and 8,000 gold for a tent that can house up to eight people comfortably.

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Enchanted Bags

These are magic bags that will always appear to be empty, noiseless and lightweight, even upon close scrutiny. Any person who looks into an Enchanted Bag must roll to save vs magic. Only a roll of 18, 19 or 20 saves against the enchantment (only bonuses vs illusion are applicable).

A successful save allows one to see the true contents of the bag.

If that person fails his roll he will perceive the bag to be empty, hear nothing even if the bag is violently shaken, and detect no additional weight from its contents.

However, if tipped upside-down, all the concealed articles will come visibly tumbling out. Note: The owner/carrier of the bag feels its full weight at all times. The purchaser/owner of the bag must have the alchemist, or he himself, inscribe his "true" name or place a drop of his blood somewhere on the bag to be free of its enchantment (for that particular bag). Otherwise, the character must also roll to save vs the illusionary enchantment each time he/she looks into the bag too. Of course, the owner of the bag will know what's in it and knowing that, he can either feel for the object or dump everything out.

Cost: This varies, depending on the size of bag and its maximum weight allowance. Small pouch, purse or bag: 5 lb (2.3 kg) maximum weight, costs 2000 gold; medium-sized handbag, purse, or sack with a 15 Ib (6.8 kg) weight limit costs 6000 gold; while a large sack, backpack or saddlebags with a 30 Ib maximum weight limit costs 15,000 gold.

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Flying Carpet

An enchanted, colorful carpet that can fly at a speed of 30 mph (48 km). All flying carpets have an A.R. 6 and 50 S.D.C. points. The nature of the carpet is such that it gets no bonuses to dodge and passengers may fall off when sharp maneuvers and dives are performed - the carpet should be kept level at all times!

Cost: A small carpet holds two human-sized people and costs 100,000+ gold. A large carpet holds five human-sized passengers and costs 225,000+ gold. Flying carpets are rare. Only in the Western Empire, where they originate, are they comparatively common (one in ten magic shops will have one or two for sale).

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Gauntlets of Quick Hands

Magical gloves in the form of gauntlets that give the wearer plus one attack per melee round, and +1 to initiative and skills requiring manual dexterity, which can be performed 10% faster, without error.

The gauntlets are susceptible to damage just as normal clothing is, and have an AR. of 1 0, are impervious to fire (no damage), and have 25 S.D.C. each. Both gloves must be worn for them to work, and destroying one ruins the pair. However, for an enemy to target the gloves, he must make a "Called Shot" and is -4 to strike.

Damaged Gauntlets of Quick Hands can be repaired by an Alchemist at the cost of 500 gold per each S.D.C. point restored (25 maximum). Cost: 40,000 gold.

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Gryphon Claws

These appear to be an ordinary pair of gloves, but upon command, terrible magic claws extend from the fingertips. Only a few alchemists know the secrets of its creation so the Gryphon Claw gloves are quite rare. It is generally believed that the gloves were originally developed by the same ancient dwarven wizards who designed rune weapons.

Abilities: Indestructible, claws extend and retract at the wearer's will; adds +10% to scale walls and can be used to parry; +1 on initiative and to parry. Damage: 2D6 per each swipe of a claw.

Cost: 45,000-90,000 gold; rare.

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Magic Bandages

These are an excellent life saving device especially for adventurers and men of arms. The magic strip of cloth looks like any ordinary roll of bandages, but once unrolled and placed near a wound, it will magically wrap and bind it, preventing blood loss.

Large patch types are also available. Note: Magic bandages do not add bonuses against physical injury, coma, etc.; they simply and quickly bind a wound, preventing blood loss and the additional damage from blood loss (one hit point per melee round).

Cost: 30 gold per foot (0.3 m) for a four inch wide strip or a 6 inch (0.25 m) diameter patch. Only one use per bandage, then throw away. Quite common.

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Pillow of Sleep

This is yet another type of magic which places anyone who lays his head on the pillow into an enchanted slumber. The person will remain asleep as long as his head is on the pillow, awakening only when the pillow is removed.

Unlike most magic sleeps, the duration is unusually long and could even make its enchanted victim sleep so long that he could die from hunger.

Saving Throw: A 13 or higher; roll to save the very instant the character's head touches the pillow. If he saves, the pillow has no effect for the moment; roll to save again, and again for every 20 minutes the pillow is used. If the character fails his roll, he is lost to an enchanted slumber, however, he gets to roll an additional save every 12 hours to regain consciousness. Note: This appears to be a completely normal pillow.

Cost: 10,000 gold; uncommon.

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Pit Cloak (or blanket)

This cloak or blanket is an unusual magic fabric that transforms into a pit that's 20 feet (6 m) deep and covers a 6 foot (1 .8 m) diameter.

The cloak or blanket instantly transforms when it is thrown across the ground, and the magic power word "Acba" is spoken. The magic fabric must be thrown horizontally on the ground, meaning earth, dirt, sand, clay, rock, etc. It will not open a hole or pit in mid-air, wood or any living thing, nor if placed vertically on a wall.

Anybody or anything which has fallen into the pit must be removed before it can resume its cloak or blanket form. It cannot be turned back into a cloak and picked up as long as something is inside it.

Damage: From falling into the pit is 2D4. It typically takes one full melee round to climb out (longer if the victim doesn' t have the climb skill or friends to lend a hand).

Cost: 16,000 gold.

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Suit of Colors

This is similar to the Cloak of Guises except that rather than changing its shape, it can instantly change into ANY color, at will. The mystic garment can be a cloak, full-length coat, dress or a full suit of clothing.

Duration: Indefinitely, until color change is requested or the clothes are destroyed. A.R.: 8; S.D.C.: 30 (same conditions apply as noted under Cloak of Guises).

Cost: Usually about 8,000 gold while fancy garments may cost as much as 50% more. Uncommon.

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Thread of Iron

This is a super strong, magical twine about as thick as a piece of string, but stronger than the best rope! Test strength is approximately 1500 pounds (675 kg), however, the thread cuts and burns as easily as normal string.

Cost: 50 gold per foot.

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Magic Make-Up

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Fright Wig

This is a wild, sometimes bizarre mantle of hair or hairlike tendrils/dreadlocks (some have been known to resemble the head of a Medusa) . The wig makes the wearer extremely intimidating.

The wearer of the fright wig will also appear to be more physically imposing to the point that he will seem bigger, more powerful and at least one O.C.C. level higher than he really is.

Special Bonuses: 1-80% likelihood to intimidate all who behold the wearer or horror factor 15 when angry or trying to deliberately frighten someone. Always has the initiative in combat/first attack and people will usually back down from a challenge (80% to intimidate).

Note: Conversely, opponents are likely to view this character as the most dangerous and therefore, the most likely to be attacked first or by greater numbers. A psionic see aura will not note any significant impression.

Cost: Usually around 20,000- 30,000 gold; fairly uncommon.

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Magic Make-Up

The typical magic make-up kit includes a small sampling of special putty, paints, wax, etc., and can be combined with conventional make-up. The magic make-up looks much more realistic and life-like even when used in conjunction with conventional tools of the trade.

Special Bonuses: +30% to disguise skill ability and half as likely to be recognized as being fake.

Cost: A package of magic makeup, usually good for two complete make-up sessions, is about 1200 gold. Good availability.

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Magic Make-Up Paint

This is a basic magic ingredient that can be mixed with conventional make-up paint/color.

Bonus: Adds +10% to disguise skill.

Cost: About 600 gold for three make-up doses. Good availability.

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Miracle Cream

This is an impressive magic fluid which enables the person to physically mold and reshape his facial features. The fluid must be completely massaged into the face. Within moments, the skin will take on a flexible consistency much like the very finest make-up pastes, putty and modeling clay.

The facial features can be completely altered beyond recognition and while hair cannot be added, the hairline can be pushed back or pulled forward and similarly manipulated.

Duration: Unless washed off within five hours, the disguise becomes permanent !!!!!!!!!!!!!!

If this happens, the only way to restore one's original features is to resculpt them with another dose of miracle cream.

Special Bonuses: +40% to disguise skill ability and there's only a 10% chance of being recognized. The physical beauty (P.B.) of the character can be increased up to eight points and reduced as low as a P.B of two (hideous; H.F. 1 0).

A failed roll on the disguise skill while sculpting the face means that it is imperfect; reduce P.B. by 2 points. If trying to copy another person' s features, the attempt is a failure, meaning the character will resemble the person, but is clearly not that person.

Cost: 40,000- 100,000 gold per dose. Poor to rare availability.

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Vanishing Cream

This is a unique variation on invisibility. The cream will turn any living, organic material (skin, hair, etc.) invisible, but can be applied so that it covers only a specific partes) of the body. This means it could be used to make only a person's hand, arm, leg, or head, etc., appear to be missing (invisible).

Duration: A maximum of one hour per application. It does not affect cloth, weapons, paper, etc.

Cost: 400-800 gold per ounce.

Note: One ounce can easily cover both arms, or head and hands with some left over. Four ounces should cover an average human under six feet (1.8 m) tall. Five ounces for a person over six feet or who is overweight, while eight or ten more ounces will be needed to completely cover an ogre or wolfen-size being.

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Other Article of Magic

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Aura of Non-Scent

This is a fluid applied as a spray, much like perfume. It completely masks one's scent, which can be particularly handy in the wilderness or when infiltrating Wolfen territory.

Duration: Approximately 20 minutes.

Cost: 300 gold per ounce (one ounce is good for five doses).

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Book of Secrets or Serpent Book

An item popular among wealthy merchants, scholars and men of magic to guard their secret writings is the Book of Secrets. This mystic book is easily recognized by the winged serpent embossed in silver on the leather cover and binding. The paper is of the finest quality, numbers 150 to 300 pages and is impervious to fire.

The best and most deadly of such books are those with two or three identical winged serpents.

The book is attuned to its owner by smearing a drop of his/her blood into its leather spine. From that point forward, it can be read or used only by its owner. Anybody else will suddenly find the silver serpent(s) come to life as an eerie, ethereal manifestation of magic.

The winged serpent(s) will instantly grow to about 3 feet long and weave around the book, hissing and snapping in warning for one melee round.

The next melee, or if attacked, it will strike out by bite or wrapping around the defiler of the book with its tail/body.

The Magic Silver Serpent Hit Points: 30 each; S.D.C.: 15 each. If all S.D.C. and hit points are destroyed, the serpent(s) is temporarily dispelled for 3D6 minutes, but will then rematerialize with full hit points, S.D.C. and murderous revenge burning in its eyes.

Natural A.R.: 12

Special Abilities: +2 to strike, parry and dodge, see the invisible, impervious to poison, normal fire and cold; affected only by magic and silver - normal weapons pass right through them like air. No more than three magic serpents can be unleashed by these magic books.

Attacks Per Melee: Two Bite: Does 2D6 points of damage.

Encircling with Tail: This causes an icy cold to wash over its victim, draining him of 2D4 hit points (not S.D.C.) and causes the person to pass out for 3D4 melee rounds unless a successful save vs magic is made (14 or higher).

Fortunately, the serpent's goal is to protect the book and it will be satisfied in chasing intruders away or rendering them unconscious.

Cost: 50,000-80,000 gold per silver serpent, sometimes more.

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Bottomless Quiver

The name is something of a misnomer, as there is a finite number of arrows. However, this ordinary-looking quiver that is treasured by archers, for it has a larger space on the inside than on the outside.

Up to 128 arrows may be placed in one of these quivers, although only 20 show, plus the weight is only that of 20 arrows. The quiver looks like a normal container for arrows, except the number of arrows never seems to diminish (until the arrow supply gets to 20 or less).

The only drawback to the bottomless quiver is that if a user has different kinds of arrows in one of these, finding the right arrow is difficult and takes one full round.

Note: The Bottomless Quiver was originally invented for the Imperial Army and is rumored to be an ancient Elven magick. The secrets of its creation were stolen two centuries ago and a handful of Alchemists illegally make and sell them on the open market. This item is rare even in the Western Empire, because anybody caught selling it is executed. Cost: 150,000 gold (two to four times more outside the Westem Empire).

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Container of Much Water (a.k.a. Magic water skin)

Typically an ordinary looking water skin, but it can also be a bottle or jug, that is enchanted to provide up to six gallons (22.7 liters) of clean, fresh, drinkable water every 24 hours.

Cost: 20,000+ gold; uncommon and valuable.

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Dragonsoldiers

The secret of manufacturing these odd items is said to be known to only five Alchemists throughout the entire world; three in the Western Empire, one on the Isle of the Cyclops and one in the Timiro Kingdom.

Close examination of these intricately carved teeth reveal all manner of tiny magic symbols and artwork reminiscent of Scrimshaw (carvings on the teeth and bones of whales).

To activate one of these items, the user must place it on the ground, expend 50 P.P.E. (which often limits its use to practitioners of magic and priests) and utter a command word, usually inscribed in Elven on the surf ace of the tooth.

Once activated, a Dragontooth will burrow into the ground like a drill bit and seemingly disappear. Exactly one round later, the tooth will have transformed into a magical, armor clad, sword wielding humanoid warrior, or dragon or animal that fights with tooth and claw - whatever image is etched into the tooth.

The warrior will burst up from the floor, regardless of what it is made out of, and begin attacking the first person it sees. Once that target is taken care of, it moves on to the next nearest target. These mystical soldiers will continue this routine for eight melee rounds (two minutes), or until they are destroyed. The only people they will not attack are other Dragonsoldiers, dragons, the person who summoned them and those that person physically shields with his own body.

These mindless, magical automatons fight as 7th level Soldiers, have 80 Hit Points and a natural A.R. of 13. Their P.S., P.P., and P.E. are all 21. Whether sword, claw, or punch, the magical construct inflicts 3D6+6 damage. When the fighting is done, the tooth reappears at the edge of the hole (unless destroyed), but cannot be used again for 24 hours. Regardless of the Dragonsoldier's physical appearance, all have the same stats. Cost: 65,000 per tooth (double outside the Western Empire).

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Firewick

This appears to be a small candle melted down into a tiny lump with a wick sticking out of it. The magic power word, "Acba," will cause the wick to instantly ignite and stay lit for one minute. The firewick is commonly used as a quick light for campfires, torches and so on. Limited to 20 lights.

Cost: 150 gold.

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Flute of Charming

A magical wind instrument that plays a (literally) charming tune. Its magical effect can be unleashed three times per 24 hour period. The effect is identical to the Wizard spell. The flute's music sounds enchanting to all who hear it (-1 on initiative) but it will "charm" only one individual. That person must have eye contact with the flute player and will effectively be mesmerized by him or her forgetting everything else.

The enchanted character responds to the flute player' s hand gestures, nods, and expressions of the face and follows wherever he goes (probably dancing).

Duration: First, the enchanted individual will remain charmed as long as the magic melody is played (maximum of 30 minutes). When the music stops the character will remain charmed (as per the Charm spell) for another 20 melees (5 minutes). Saving Throw: 16 or higher. Cost: 65,000; very rare.

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Flying Broom

An enchanted broom that can fly. Accommodates two human-sized passengers. Speed: 35 mph (56 km), +2 to dodge while flying, A.R.: 8, S.D.C.: 60.

Cost: 80,000+ gold.

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Idrantine Circlet

These ordinary-looking, often tarnished metal headbands appear to be simple pieces of jewelry.

Any psychic who puts one on, however, instantly becomes aware that these circlets are storehouses of I.S.P. This I.S.P. can be tapped by the wearer at any time as needed, until the I.S.P. runs out.

Idrantine circlets typically hold 100 I.S.P. Most (85%) Idrantine circlets are non-replenishable; that is, once they're out of I.S.P., they become burnt-out and useless. Some (15%) can be recharged by channeling one's own I.S.P. into the device - i.e., a psychic expends 20 of his I.S.P. into the circlet, thereby recharging the circlet by 20 I.S.P.

Cost: Non-replenishable: 30,000 gold. Replenishable/Rechargeable: 100,000 gold and up.

Note: Idrantine circlets get their name from the famous Elven Alchemist and Mind Mage who invented the device long bef ore the start of the Great Elf-Dwarf War. Idrantine and his followers were all killed during the early days of the War, but by that time, a reportedly sizable number of these circlets had been manufactured and distributed throughout the Kingdom (at least 1000, and perhaps as many as 10,000).

Furthermore, some of the ancient, Rune versions (approx. 33%) could hold 200, 300, and 400 I.S.P. and all could be replenished with new I.S.P. While these more powerful circlets have never been found, they would command a very high price if they ever turned up. It is rumored that only one Alchemist associated with a secret Psionics Guild in the Western Empire has learned how to build the simple version of this device (as noted above) and only a tiny number are allowed to be sold on the open market.

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Magic Restraints

These are typically magic chains and a lock, handcuffs, manacles and similar bonds used to restrain, hold and imprison people. Magic restraints prevent those bound by them from using the wizard escape spell or any form of magical transformation (reduce size, metamorphosis, etc.) in order to slip one's bonds!

The locking mechanism is usually comparatively complex and difficult to open, but can be unlocked without magical means (thieves are -20% to pick locks).

The bonds, whether chain or enchanted leather, typically have 200 S.D.C., as does the lock.

Cost: 40,000+ gold per each shackle/manacle and lock; fairly rare.

Giant-sized restraints cost 50% more.

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Mystic Ink

This is an invisible ink often used by practitioners of magic in their notebooks, diaries, scrolls and spell books. Initially, the ink is visible as a light sepia color, but turns invisible within a few minutes. The ink can only be seen by the casting of a decipher magic spell or see the invisible (spell or psionics).

Cost: 150-300 gold per ounce; fair availability.

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Needle of Sewing

An ordinary looking needle that, when threaded and used to sew, will guide the hand of the user to make competent repairs, patches and the most basic articles of clothing at 60% skill proficiency. It' s not professional tailoring quality, but good, sturdy work that doesn't look half bad.

Cost: 1200 gold per enchanted needle; fair availability.

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Quill of Endless Ink

An ordinary looking crow quill pen that never runs dry of ink! Ideal for practitioners of magic, scholars and noblemen.

Cost: 900- 1,500 gold per pen; common.

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Quill of Literacy

This unique magic item enables an illiterate character to write up to 25 words of his choice simply by speaking the message aloud. The language in which the message is written varies with each individual quill.

Since Elven is generally considered to be the universal written language, the most common quills write in Elven.

However, any other non-magical (wards, runes, mystic symbols are not possible) language can be instilled in a quill of literacy. The human languages, especially Western and Eastern, as well as Dwarven, are the next most common. The quill is limited to 25 words every eight hours. Its expense arises, in part, in that only the feathers of a cockatrice can be embodied with the necessary magic.

Cost: 10,000+ gold; poor availability/uncommon.

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Screech Bottles

These are ordinary looking corked bottles that release a hideous shriek or roar that lasts 1D4 melee rounds when smashed or uncorked. The screech is extremely startling and realistic, causing people to become nervous and jumpy.

Cost: 125 gold.

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Silver Rune Key

A large, ornate key cast from pure silver and inscribed with a variety of Runes. Silver Rune Keys are ancient treasures coveted by thieves, spies, assassins, governments, and collectors of magic from ancient civilizations.

They are the bane of civilized kingdoms because they magically reshape to fit into and open any lock! Most Silver Rune Keys can only be used six times daily, but some can use this power 12 times per 24 hours.

All are incredibly rare and expensive.

Note: The Imperial House inherits two such keys and the Houses of Inindri, Kaze and Glaverius are each rumored to possess one as well. These items (and all rune magic) are high priced and keep adventurers going back to ancient elven and dwarven ruins in the Old Kingdom. Cost: Six times daily: 1 -3 million gold. 12x daily: 5-10 million gold.

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Sleep Gas

A vial of fluid (can be mistaken for a potion) that when shattered, forms a misty cloud identical to a conjured Cloud of Slumber spell.

The strength of the potion's effects are as if a 2nd level Wizard cast the spell. Cost: 1,600 gold.

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